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Multi-Input Device System for DiRT Rally 2.0 - PC May 16, 2019

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Page 1: Multi-Input Device System for DiRT Rally 2.0 - PCblog.codemasters.com/wp-content/uploads/2019/05/Multi-Input-Device... · Multi-Input Device System for DiRT Rally 2.0 - PC | May 16,

Multi-Input Device System for DiRT Rally 2.0 - PC

May 16, 2019

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Contents 1 Overview .............................................................................................................................................................. 2

1.1 Support ......................................................................................................................................................... 2

2 In-game Support .................................................................................................................................................. 3

2.1 Connected Devices ....................................................................................................................................... 3

2.2 Device Actions .............................................................................................................................................. 3

2.2.1 Device Options ...................................................................................................................................... 4

2.2.2 Primary Steering Device ........................................................................................................................ 4

2.2.3 Edit Device ............................................................................................................................................ 4

2.2.4 Tool tips behaviour ............................................................................................................................... 4

2.1.4 Mouse Support Improvements ............................................................................................................. 4

2.3 Input Reporting ............................................................................................................................................ 5

2.4 Device History .............................................................................................................................................. 6

2.5 Unknown Devices ......................................................................................................................................... 6

3 Editing a Device ................................................................................................................................................... 8

3.1 Input Bindings............................................................................................................................................... 8

3.2 Advanced Settings ...................................................................................................................................... 10

3.3 Vibration & Feedback ................................................................................................................................. 12

4 Input Presets ...................................................................................................................................................... 13

5 Calibration Wizard ............................................................................................................................................. 15

5.1 Wheel Calibration ....................................................................................................................................... 15

5.2 Pedal Calibration ........................................................................................................................................ 16

5.3 Calibration Summary .................................................................................................................................. 16

6 Manual Data Entry ............................................................................................................................................. 17

6.1 Adding New Devices ................................................................................................................................... 17

6.2 Blocking Unsupported Devices ................................................................................................................... 23

6.3 Custom Preset ............................................................................................................................................ 24

7 Troubleshooting ................................................................................................................................................. 26

7.1 How do I remap any locked action or the pause action, the line is greyed out? ....................................... 26

8 Appendix 1: PC only device_defines.xml ........................................................................................................... 27

9 Appendix 2: action_defines.xml ........................................................................................................................ 29

10 Appendix 3: Direct Input Axis .......................................................................................................................... 31

11 Appendix 4: X Input Axis .................................................................................................................................. 33

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1 Overview Previous Codemasters racing titles have had input device support for a single input device with the

recent addition of a primary device and a peripheral (e.g. wheel and a USB pedal set).

For DiRT Rally 2.0 input, multiple input devices are supported with the ability to connect or store

information on up to 15 separate USB devices at once. Multiple instances of the same device type

are also supported allowing different actions to be bound on the different instances (e.g. two

identical sequential shifters with one being used as a handbrake).

The following document will outline the functionality available to configure these devices from

within the in-game menus or device configuration XML’s for hardware manufactures and

enthusiasts.

1.1 Support

Up to 15 connected devices.

Connect multiple instances of the same device.

Each connected device configuration is saved with a rolling history of 15 devices.

Each device is heavily configurable via provides xml files and in game menus.

Common devices are known in a pre-defined device_defines.xml fixing common issues with

drivers and pre-configuring device settings.

Multiple action maps per device supported to allow for rim-swapping.

Unknown devices can be configured via in-game menus.

Connected devices is an area that is constantly being improved and expanded through both internal

testing and community feedback.

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2 In-game Support

2.1 Connected Devices

Connected Devices is the first screen you’ll see when selecting Input Settings (accessed via the

Options and Extras menu). Here you will see all of the currently connected devices you have to the

game.

By default the game will automatically choose the best steering device based on what is currently

connected. On Sony PlayStation 4 and Microsoft Xbox One consoles the initial primary device will be

the device the game is started with. If you have multiple devices of the same type or name they will

be listed in order of connection (or USB initialisation order).

Priority is currently determined by the following (highest to lowest):

1. Wheel

2. Gamepad

3. Keyboard

This is setup to give the player the best plug and play experience. Automatic mode can be

overridden however by selecting Steering Device and choosing Set Primary Steering Device.

2.2 Device Actions When highlighting a device in the Connected Device menu there are a number of actions that can be

performed, these are shown via the tool tips at the bottom of the screen

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2.2.1 Device Options

For the device currently highlighted selecting Device Options launches a context menu that contains

the ability to load a device preset (for devices where there are multiple presets available) or

Calibrate Device which allows the calibration of wheels, pedals, etc. Calibrate Device is only visible

when selecting a wheel or pedal set.

2.2.2 Primary Steering Device

To set your Primary Steering Device simply highlight the device you want as your primary input and

select Set Primary Steering Device. A device which has been set as the primary device will be marked

with a Primary Steering Device tag and will be the controller used when in game.

This allows a dual control approach for example when a racing rig is set up with a wheel but the

player wishes to use a pad for menu navigation or if the player wants to use additional driving

controls such as handbrake or individual pedal peripherals. In this case the Xbox 360/One Controller

can be used without having to disconnect the wheel from the PC.

2.2.3 Edit Device

You can edit the input for any device by highlighting it and selecting Edit Device. Editing a device

allows you to configure a specific connected device to suit your set up giving you the option to

change the bindings, deadzones and vibration and feedback settings.

2.2.4 Tool tips behaviour

The steering device is seen as the primary controller so the game tool tips will update to reflect the

change in real time. Any buttons not bound to the primary controller will fall back to the next

highest priority device (a wheel with no buttons will display keyboard icons if only a keyboard and

wheel is plugged in).

2.1.4 Mouse Support Improvements

Mouse controls can also be used in conjunction with pad. Using the mouse will show a cursor on

screen and the tool tips will become buttons which can be highlighted and interacted with.

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Mouse Button 4 will navigate back and some page elements are scrollable with the mouse wheel.

The cursor will hide after 3 seconds once another device has been used.

2.3 Input Reporting

Tabbing across from Connected Devices takes you to the Input Reporting screen. On this screen you

can preview any input axis currently pressed alongside the main driving axis. Using this you can test

to see if your input device drivers are installed correctly (axis being reported look correct) and if the

driving controls are bound.

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2.4 Device History

The final tab in Device Settings is Device History. Here you can see all devices that have previously

been connected to the game. This allows you to disconnect and delete any device that may have

developed any issues and then reconnect it to set them up again.

Devices will only appear in this menu when they are no longer connected and can be deleted via the

Delete Device tool tip.

2.5 Unknown Devices If you connect a device that is not officially supported it will be shown as an Unknown device in the

Connected Devices screen.

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If you opt to select Edit Device then you will receive a dialog warning you that the device is currently

unknown.

Continuing from the dialog moves you to the Edit Device options where you can then set the device

type via the 2nd tab Advanced Settings (section 3.2). At this point it will unlock configuration of

advanced features for the selected device type. Device types available are:

Steering Wheel

Controller

Joystick

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Keyboard

Mouse UI Control

Pedals

Gear Stick

Handbrake

Setting a device type will also allow you to launch the Calibration Wizard to correctly set it up.

FFB can then be enabled or disabled manually in Vibration and Feedback menu if not reported by

the device drivers correctly.

If your device is not fully bindable and has two device ID’s see “Multi Device ID device_defines.xml

configuration.”

3 Editing a Device

3.1 Input Bindings Once you’ve selected Edit Device the first tab you will land on is Input Bindings

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The input bindings screen allows binding of all in game actions to specific button presses. Based on

the connected device type connected bindings will be auto assigned.

On officially supported devices some actions are protected against changes to prevent re-binding to

invalid axis. If you need to re-bind these axis it is possible to allow re-binding via edits to the action

definitions file however this is not officially supported and should be attempted at the users own risk

see. Actions that cannot be changed are greyed out in the menu.

If you want to bind a new input to an action first highlight and then select Remap Binding, a 5 second

timer will be displayed until an action button is pressed or the action is cancelled.

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To unbind an action select the action and press Clear Binding.

If at any point two actions become dual bound you will be warned of the issue via the right hand

help text and the inputs affected will be listed so they can be corrected.

3.2 Advanced Settings

Advance input settings allow you to set advanced wheel specific or pad specific settings.

DEVICE TYPE

When viewing advanced settings with an officially supported device this will automatically

be set and be greyed out. If the device is currently unsupported by the game Unknown is

displayed and Device Type is selectable. The toggle can then be used to choose a different

device type which will unlock configuration of advanced features for the selected device

type. The available device types that can be chosen are:

Steering Wheel

Controller

Joystick

Keyboard

Mouse UI Control

Pedals

Gear Stick

Handbrake

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STEERING SENSITIVITY

High sensitivity will turn your wheels at a faster rate, which increases responsiveness but can

reduce stability. Low sensitivity will turn your wheels at a slower rate, which can increase

stability but reduce responsiveness.

STEERING LINEARITY

Zero linearity makes steering directly proportional to your input, which can feel more

consistent. High linearity can make your steering feel less sensitive for small inputs, but can

feel inconsistent. Conversely, negative linearity (wheel input only) can make your steering

feel more sensitive for small inputs. All settings give maximum steering angle at full input.

STEERING DEADZONE

Sets a percentage of input that is ignored. A high percentage lowers the amount of usable

input for your steering wheel.

STEERING SATURATION

Sets the percentage of input that is required to achieve full input. A low percentage reduces

the amount of input to reach 100% lock for your steering wheel.

THROTTLE DEADZONE

Sets the percentage of input that is ignored. A high percentage lowers the amount of usable

input for your throttle pedal.

THROTTLE SATURATION

Sets the percentage of input that is required to achieve full input. A low percentage reduces

the amount of input to reach 100% throttle.

BRAKE DEADZONE

Sets the percentage of input that is ignored. A high percentage lowers the amount of usable

input for your brake pedal.

BRAKE SATURATION

Sets the percentage of input that is required to achieve full input. A low percentage reduces

the amount of input to reach 100% brake.

CLUTCH DEADZONE

Sets the percentage of input that is ignored. A high percentage lowers the amount of usable

input for your clutch pedal.

CLUTCH SATURATION

Sets the percentage of input that is required to achieve full input. A low percentage reduces

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the amount of input to reach 100% clutch.

SOFT LOCK (STEERING WHEEL)

Enabling soft lock will match the steering lock of the wheel to the lock of the vehicle.

Disabling this will match the steering lock of the wheel to the full steering range. Enabling

Soft Lock will override your steering saturation and calibrate the saturation to match that of

the vehicle.

Warning: The wheel must be calibrated before soft lock will work.

3.3 Vibration & Feedback Vibration and force feedback options will change based on what type of device is connected.

Available options can be edited but greyed out options are unavailable for that device. Different

wheels and pads have different settings so if the option is greyed it means that it is not officially

supported for that device and changing it would have no effect.

Each setting is either a toggle or a slider from 0%-150% strength.

VIBRATION & FEEDBACK

Toggle FFB On or Off manually.If the device is unsupported its initial state is supplied by your

device drivers (do they report that FFB is supported) denoted by “Device Driver”.

If your device driver is miss-reporting (happens with highly custom or old devices) you can

manually toggle FFB On

SELF-ALIGNING TORQUE

This scales the torque created by the tyre and suspension geometry.

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WHEEL FRICTION

This scales the constant friction/weight of the steering device.

TYRE FRICTION

This scales the dynamic friction of the tyre. This is the resistance of the tyre to turn.

SUSPENSION

This scales an effect that is generated by taking information directly from the vehicle's

suspension. Use this to emphasise the road noise.

TYRE SLIP

This scales an effect that is generated by taking information directly from the tyres. If you

are using a controller, it scales the slip of the front and rear tyres.

ENGINE

This scales an effect that is generated by taking information directly from the vehicle's

engine. Use this to scale the resonance that comes from your engine as it is revved.

COLLISION

This scales an effect that is generated by taking information directly from an impact. Use this

to scale the severity of the collision effect.

SOFT LOCK

This scales the force that informs the player when they exceed the soft lock range of the

wheel.

STEERING CENTER FORCE

This scales the return to centre force when the vehicle is reset to the track. This will assist

you in straightening the wheels before moving forward.

STEERING CENTER FORCE ENABLED

Toggle steering center force.

4 Input Presets Some supported devices have multiple face layouts due to wheel rims or share the same Device

Product ID and Vender ID with another device. Because of this some official devices come bundled

with multiple input binding setups for the optimal layout.

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If a device has multiple presets you can select to load one via the context menu by selecting Device

Options on the Connected Device screen then selecting Load Device Preset.

Once Load Device Preset has been selected the list of available presets will be shown. Selecting a

preset from the list will apply the preset to the selected device only.

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5 Calibration Wizard For any device that needs calibrating the Calibration Wizard should be used. This can be accessed via

the Device Options context menu on the Connected Devices screen. Simply highlight the device you

want to calibrate select device options and select calibration wizard to start the calibration. Note

calibration is only available for wheels and pedal set ups.

5.1 Wheel Calibration On the first screen rotate the steering wheel to full lock in either direction, hold it in place and press

Continue.

Next rotate the steering wheel at 90 degrees in either direction, hold it in place and press continue.

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5.2 Pedal Calibration If pedals are bound or selected in the menu you will land on the pedal calibration screen. To

calibrate depress each connected pedal as far as possible and press continue.

5.3 Calibration Summary Finally check over the summary then confirm the set up

The device is now configured and can be previewed. The outputs on screen should now match the

device inputs.

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If this is not the case try to re-calibrate or check the input bindings on any devices connected (a

device may be bound to an action when it is not used).

6 Manual Data Entry Warning: All changes to xml files are saved in the player’s save game. If any issues occur with

these changes the device will need to be deleted from the player’s Device History in order for the

default set up to be applied upon the next connection.

6.1 Adding New Devices New devices are added to the input device_defines.xml to allow the game to know additional

information not available through the device drivers. Adding a definition also allows the creation of

presets allowing plug and play functionality.

To add a new device the first thing needed is the USB Product ID (PID) and Vender ID (VID).

Officially supported devices are can be found here

http://blog.codemasters.com/community/02/dirt-rally-2-0-supported-peripherals-list/

To get the PID/VID on Windows 10 navigate to Devices and Printers, right click on the device and

select properties.

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From here select Hardware and Properties.

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On the new window select Events.

In the information box there should be some events prefixed “HID\” with the PID and VID listed after

underscores.

The PID and VID can be combined along with “{PID#VID#-0000-0000-0000-504944564944}” to create

a device id.

“{00010EB7-0000-0000-0000-504944564944}”

With the device id a basic device_defines.xml entry can be created.

<device id="{00010EB7-0000-0000-0000-504944564944}" name="ftec_clubsport" version="2"

priority="100" type="wheel" official="false" />

Your device must be marked as official=”false” to be fully configurable in the in game menus and prevent save game conflicts when editing your device.

Additional parameters for the device definition are described below.

Name

The name of the device matching the name used in the action maps. Must be lower case

with no spaces and special characters except underscore.

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Priority

The higher the priority the more likely the device is used in automatic selection mode as the

steering device over other devices.

Current priorities include:

o 0 : reserved for not_supported devices

o 1-5, 99 : reserved for library defaults

o 6-98 : pads

o 100+ : wheels

Type (Optional)

The type of device, if set to 'unknown' the input system will use the device type returned

from the driver, otherwise it will overwrite with the selection.

o wheel

o pad

o joystick

o keyboard

o mouse

o pedal

o shifter

o handbreak

o unknown (Default)

o not_supported (if a device is set to not_supported then it will not appear in game.

This is covered in 6.2 Blocking Unsupported Devices)

FFB (Optional)

Force enables or disables support for ffb ignoring if the device driver returns if ffb is

supported.

o default – (Default) - Uses the value returned from the drivers

o enabled - Force enables the ffb even if the drivers return disabled.

o disabled - Force disables the ffb even if the drivers return enabled.

FFB_Force (Optional)

o 1.0 - (Default)

FFB_Friction (Optional)

o 1.0 - (Default)

FFB_High_Pass (Optional)

o 0.0 - (Default)

Default (Optional)

Only used by input library defaults, not to be used by externals.

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Collections_Max (Optional)

Single-function device with multiple TLC

https://docs.microsoft.com/en-us/windows-hardware/drivers/hid/hidclass-hardware-ids-

for-top-level-collections

If a hardware device supports multiple collections a collection limit of 0 or above 1 will allow

new devices to be created by the input system with the postfix '_col##' to the hardware id.

These devices can be used to extend functionality with additional device id's.

e.g.

<device id="{00050EB7-0000-0000-0000-504944564944}" name="ftec_csl_p1"

priority="100" type="wheel" collections_max="2" />

Secondary devices can now be setup with a collection id to change the device settings and

assign its own action map for plug and play functionality.

<device id="{00050EB7-0000-0000-0000-504944564944}_col02" name="ftec_csl_p1_col02"

priority="100" type="wheel" ffb="disabled" />

Collection options:

o 0 – No collection limit (will create the maximum number of collections the device

supports).

o 1 – (Default)

o >1

Official

Official devices provided by Codemasters are semi-protected in game and cannot be fully

edited.

WARNING: Custom devices without an action map must disable this option to prevent save

game conflicts.

Custom user/manufacture devices external to official Codemasters patch releases MUST set

this flag to false.

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6.2 Blocking Unsupported Devices Non supported devices are devices that are detected by the game but are not compatible.

To prevent these devices from interfering with the game a new id can be added to

device_defines.xml.

<device id="{C626046D-0000-0000-0000-504944564944}" name="space_navigator" priority="0" type="not_supported" />

Setting Type to “not_supported” prevents the above device from causing undesired behaviour in

game. By default unknown device input is ignored until a device type has been set. If you set a

device to “not_supported” it will not be visible in game.

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6.3 Custom Preset Custom presets allow devices to auto bind enabling plug and play functionally or add additional

presets to be selected from in game.

To add a preset first open action_defines.xml (“9 Appendix 2: action_defines.xml”).

This file defines the input actions available in the game. These actions need to be added to any new

preset (action map).

Only the actions that are needed have to be copied to reduce the file size.

For example creating an action map for a pedal set copy the driving actions, create a new xml file in

input\actionmaps\ with a lower case name (my_pedal_set.xml) with the following:

<?xml version="1.0" encoding="utf-8"?> <action_map name="my_pedal_set" device_name="my_device_name" library="lib_direct_input" version="1"> </action_map> Replace “my_pedal_set” with the name of the xml and “my_device_name” with the name of the

device (see 6.1 Adding New Devices for reference).

Library should be replaced with lib_direct_input or lib_xinput depending on the type of device.

Next copy the actions required from action_defines.xml.

<?xml version="1.0" encoding="utf-8"?> <action_map name="my_pedal_set" device_name="my_device_name" library="lib_direct_input" version="1"> <group name="driving"> <action name="accelerate" /> <action name="brake" /> <action name="clutch" /> </group> </action_map> Make sure to delete any “protection” attributes.

Next expand the actions to contain axis.

<?xml version="1.0" encoding="utf-8"?> <action_map name="my_pedal_set" device_name="my_device_name" library="lib_direct_input" version="1"> <group name="driving"> <action name="accelerate"> <axis name="di_x_axis_rotation" type="negative" deadzone="0.0" saturation="1.0" /> </action> <action name="brake"> <axis name="di_y_axis_rotation" type="negative" deadzone="0.0" saturation="1.0" /> </action> <action name="clutch">

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<axis name="di_z_axis_rotation" type="negative" deadzone="0.2" saturation="0.6" /> </action> </group> </action_map>

Axis contain the following attributes:

Name The name of the axis associated with the device library, see the following for the axis names: <?xml version="1.0" encoding="utf-8"?>

<action_defines>

<collision_groups>

<non_collision group1="driving" group2="menu" />

<non_collision group1="driving" group1_recursive="false" group2="replay" />

<non_collision group1="driving.gear" group2="replay" />

<non_collision group1="driving.seat" group2="replay" />

<non_collision group1="driving.steer" group2="replay" />

<non_collision group1="driving.gear.h_pattern" group2="driving.gear.sequential" />

<non_collision group1="menu" group2="replay" />

<non_collision group1="menu.navigate.tab.secondary" group2="menu.view" />

<non_collision group1="network.toggle" group2="menu" />

<non_collision group1="network.toggle" group2="replay" />

<non_collision group1="driving.look" group1_recursive="false" group2="replay" />

</collision_groups>

<group name="driving">

<action name="accelerate" />

<action name="brake" />

<action name="change_view" />

<action name="clutch" />

<action name="handbrake" />

<action name="headlights" />

<action name="horn" protection="hidden" />

<action name="pause" protection="protected" />

<action name="reset_vehicle" />

<action name="roadside_repair" />

<action name="wipers" />

<group name="gear">

<group name="h_pattern">

<action name="1" />

<action name="2" />

<action name="3" />

<action name="4" />

<action name="5" />

<action name="6" />

<action name="7" />

<action name="reverse" />

</group>

<group name="sequential">

<action name="up" />

<action name="down" />

</group>

</group>

<group name="look">

<action name="back" />

<group name="shared">

<action name="up" />

<action name="down" />

<action name="right" />

<action name="left" />

</group>

</group>

<group name="seat">

<action name="reset" />

<group name="move">

<action name="forward" />

<action name="backward" />

<action name="up" />

<action name="down" />

</group>

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<group name="tilt">

<action name="up" />

<action name="down" />

</group>

</group>

<group name="steer">

<action name="left" />

<action name="right" />

</group>

</group>

<group name="network">

<action name="push_to_speak" />

<group name="toggle">

<action name="voice" />

</group>

</group>

<group name="menu" protection="protected">

<action name="start" />

<action name="option" protection="hidden" />

<group name="navigate">

<action name="back" jpn_alt="select" />

<action name="down" />

<action name="left" />

<action name="right" />

<action name="select" jpn_alt="back" />

<action name="up" />

<action name="cancel_keybinding" protection="hidden" />

<group name="tab">

<group name="primary">

<action name="left" />

<action name="right" />

</group>

<group name="secondary">

<action name="left" />

<action name="right" />

</group>

</group>

</group>

<group name="view">

<action name="down" />

<action name="in" />

<action name="left" />

<action name="out" />

<action name="right" />

<action name="up" />

</group>

<group name="cursor" protection="hidden">

<group name="button">

<action name="left" />

<action name="right" />

<action name="middle" />

<action name="4" />

<action name="5" />

</group>

<group name="wheel">

<action name="up" />

<action name="down" />

</group>

</group>

<group name="context">

<action name="1" />

<action name="2" />

</group>

</group>

<group name="replay" protection="protected">

<action name="exit" jpn_alt="pause" />

<action name="forward" />

<action name="rewind" />

<action name="playback_step_up" />

<action name="playback_step_down" />

<action name="pause" jpn_alt="exit" />

<group name="toggle">

<action name="ui" />

</group>

<group name="camera">

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<action name="previous" />

<action name="next" />

</group>

</group>

</action_defines>

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10 Appendix 3: Direct Input Axis

11 Appendix 4: X Input Axis

Type

o positive – (Default)

o negative

o upper

o lower

Deadzone (Optional)

o 0.0

Saturation (Optional)

o 1.0

Threshold (Optional)

Point where the action determines that the axis is “pressed/held” and will be “released”.

o 0.5

If any changes are made to the action map, you must increase the action map version before

launching the game.

This will replace the action map stored in a save game automatically, otherwise the device will need

to be deleted manually from the device history while disconnected.

<action_map name="my_pedal_set" device_name="my_device_name" library="lib_direct_input" version="1"> <action_map name="my_pedal_set" device_name="my_device_name" library="lib_direct_input" version="2">

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7 Troubleshooting

7.1 How do I remap any locked action or the pause action, the line is greyed

out? On officially supported devices certain actions have been locked in order to prevent user error

breaking the user’s experience. There is a workaround available for experienced users so any action

can be unlocked for re-binding.

Open “input\action_defines.xml” and remove protection="protected" from the action to allow

re-binding.

To be able to re-bind Pause “cancel_keybinding” must be removed on the actionmap for the device

being re-bound.

Open the action map for the device being used in “input\actionmaps\” and delete the following

three lines:

<action name="cancel_keybinding">

<axis name="*" />

</action>

This binding is used to cancel the current binding in the bindings screen (for instance hitting escape if

accidently selecting bind on an action that should not be changed). Without this being removed the

original pause button cannot be re-assigned to another action.

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8 Appendix 1: PC only device_defines.xml <?xml version="1.0" encoding="utf-8"?>

<device_list>

<device id="{038E0EB7-0000-0000-0000-504944564944}" name="ftec_clubsport_v1" priority="100"

type="wheel" />

<device id="{00010EB7-0000-0000-0000-504944564944}" name="ftec_clubsport" version="2"

priority="100" type="wheel" />

<device id="{00040EB7-0000-0000-0000-504944564944}" name="ftec_clubsport" version="3"

priority="100" type="wheel" />

<device id="{0E030EB7-0000-0000-0000-504944564944}" name="ftec_csl" priority="100"

type="wheel" />

<device id="{00050EB7-0000-0000-0000-504944564944}" name="ftec_csl_ps4" priority="100"

type="wheel" />

<device id="{18390EB7-0000-0000-0000-504944564944}" name="ftec_clubsport_pedal"

priority="100" type="pedal" />

<device id="{183B0EB7-0000-0000-0000-504944564944}" name="ftec_clubsport_pedal_v3"

version="3" priority="100" type="pedal" />

<device id="{1A920EB7-0000-0000-0000-504944564944}" name="ftec_clubsport_shifter"

priority="100" type="shifter" />

<device id="{1A930EB7-0000-0000-0000-504944564944}" name="ftec_clubsport_handbrake"

priority="100" type="handbrake" />

<device id="{B65A044F-0000-0000-0000-504944564944}" name="tm_f430" priority="100"

type="wheel" official="false" />

<device id="{B677044F-0000-0000-0000-504944564944}" name="tm_t150" priority="100"

type="wheel" />

<device id="{B66E044F-0000-0000-0000-504944564944}" name="tm_t300_rs" priority="100"

type="wheel" />

<device id="{B689044F-0000-0000-0000-504944564944}" name="tm_ts_pc" priority="100"

type="wheel" />

<device id="{B667044F-0000-0000-0000-504944564944}" name="tm_t80" priority="100"

type="wheel" />

<device id="{B67F044F-0000-0000-0000-504944564944}" name="tm_tmx" priority="100"

type="wheel" />

<device id="{B671044F-0000-0000-0000-504944564944}" name="tm_f458" priority="100"

type="wheel" official="false" />

<device id="{45030738-0000-0000-0000-504944564944}" name="mc_pro_r" priority="100"

type="wheel" official="false" />

<device id="{B65E044F-0000-0000-0000-504944564944}" name="tm_t500_rs" priority="100"

type="wheel" />

<device id="{B662044F-0000-0000-0000-504944564944}" name="tm_t500_rs_f1" priority="100"

type="wheel" />

<device id="{B660044F-0000-0000-0000-504944564944}" name="tm_shifter" priority="100"

type="shifter" />

<device id="{C262046D-0000-0000-0000-504944564944}" name="lg_g920" priority="100"

type="wheel" />

<device id="{C24F046D-0000-0000-0000-504944564944}" name="lg_g29" priority="100"

type="wheel" />

<device id="{10201DD2-0000-0000-0000-504944564944}" name="sim_steering" version="1"

priority="100" type="wheel" ffb_force="0.5" />

<device id="{22301DD2-0000-0000-0000-504944564944}" name="sim_steering" version="2"

priority="100" type="wheel" ffb_force="0.5" />

<device id="{22331DD2-0000-0000-0000-504944564944}" name="sim_steering" version="3"

priority="100" type="wheel" ffb_force="0.5" />

<device id="{804C1FC9-0000-0000-0000-504944564944}" name="simxperience_accuforce_pro"

priority="100" type="wheel" />

<device id="{00110EB7-0000-0000-0000-504944564944}" name="ftec_csr_elite" priority="100"

type="wheel" official="false" />

<device id="{01970EB7-0000-0000-0000-504944564944}" name="ftec_porsche_wheel" priority="100"

type="wheel" official="false" />

<device id="{C294046D-0000-0000-0000-504944564944}" name="lg_driving_force_ex" priority="97"

type="wheel" official="false" />

<device id="{C29A046D-0000-0000-0000-504944564944}" name="lg_driving_force_gt" priority="96"

type="wheel" official="false" />

<device id="{C298046D-0000-0000-0000-504944564944}" name="lg_driving_force_pro"

priority="98" type="wheel" ffb_friction="0.15" official="false" />

<device id="{C216046D-0000-0000-0000-504944564944}" name="lg_dual_action" priority="94"

type="pad" official="false" />

<device id="{C218046D-0000-0000-0000-504944564944}" name="lg_f510" priority="94" type="pad"

official="false" />

<device id="{C219046D-0000-0000-0000-504944564944}" name="lg_f710_and_cordless_rumblepad_2"

priority="94" type="pad" official="false" />

<device id="{C299046D-0000-0000-0000-504944564944}" name="lg_g25" priority="100"

type="wheel" />

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<device id="{C29B046D-0000-0000-0000-504944564944}" name="lg_g27" priority="100"

type="wheel" />

<device id="{CA03046D-0000-0000-0000-504944564944}" name="lg_momo_racing" priority="100"

type="wheel" ffb_friction="0.15" official="false" />

<device id="{0034045E-0000-0000-0000-504944564944}" name="ms_sidewinder_ffb" priority="100"

type="wheel" ffb="enabled" official="false" />

<device id="{00030E8F-0000-0000-0000-504944564944}" name="sl_strikefx" priority="94"

type="pad" />

<device id="{910511C0-0000-0000-0000-504944564944}" name="sl_torid" priority="94" type="pad"

/>

<device id="{B323044F-0000-0000-0000-504944564944}" name="tm_dual_trigger_3_in_1"

priority="94" type="pad" official="false" />

<device id="{B655044F-0000-0000-0000-504944564944}" name="tm_fgt_3_in_1" priority="100"

type="wheel" official="false" />

<device id="{B653044F-0000-0000-0000-504944564944}" name="tm_rgt_ffb_pro" priority="100"

type="wheel" official="false" />

<device id="{B669044F-0000-0000-0000-504944564944}" name="tm_tx" priority="100" type="wheel"

/>

<device id="{00080E8F-0000-0000-0000-504944564944}" name="grid2_pad" priority="100"

type="wheel" official="false" />

<device id="{05C4054C-0000-0000-0000-504944564944}" name="ps4_pad" priority="100" type="pad"

/>

<device id="{0BA0054C-0000-0000-0000-504944564944}" name="ps4_pad" priority="100" type="pad"

/>

<device id="{B678044F-0000-0000-0000-504944564944}" name="tm_usb_adapter" priority="100"

type="pedal" />

<device id="keyboard" name="keyboard" priority="2" type="keyboard" default="true" />

<device id="mouse" name="mouse" priority="1" type="mouse" default="true" />

<device id="xinput_pad" name="xinput_pad" priority="5" type="pad" default="true" />

<device id="xinput_wheel" name="xinput_wheel" priority="99" type="wheel" ffb_force="10"

default="true" />

<device id="pad_virtual" name="pad_virtual" priority="0" type="pad" default="true" />

<device id="lib_direct_input" name="lib_direct_input" priority="5" type="unknown"

default="true" />

<device id="lib_direct_input_pad" name="lib_direct_input_pad" priority="5" type="pad"

default="true" />

<device id="lib_direct_input_wheel" name="lib_direct_input_wheel" priority="99" type="wheel"

default="true" />

<device id="{C626046D-0000-0000-0000-504944564944}" name="space_navigator" priority="0"

type="not_supported" />

<device id="{046DBEEF-0000-0000-0000-504944564944}" name="space_navigator_driver"

priority="0" type="not_supported" />

<device id="{B695044F-0000-0000-0000-504944564944}" name="tm_tss_hb" priority="100"

type="handbrake" />

<device id="{B692044F-0000-0000-0000-504944564944}" name="tm_ts_xw" priority="100"

type="wheel" />

<device id="{B684044F-0000-0000-0000-504944564944}" name="tm_t_gt" priority="100"

type="wheel" />

<device id="{B681044F-0000-0000-0000-504944564944}" name="tm_t_gt" priority="100"

type="not_supported" />

<device id="{62040EB7-0000-0000-0000-504944564944}" name="ftec_csl_pedals" priority="100"

type="pedal" />

<device id="{07051532-0000-0000-0000-504944564944}" name="rz_raiju_mobile_pad" priority="94"

type="pad" default="true" />

<device id="{00060EB7-0000-0000-0000-504944564944}" name="ftec_dd_f1_pc" priority="100"

type="wheel" />

<device id="{00070EB7-0000-0000-0000-504944564944}" name="ftec_dd_2_pc" priority="100"

type="wheel" />

</device_list>

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9 Appendix 2: action_defines.xml <?xml version="1.0" encoding="utf-8"?>

<action_defines>

<collision_groups>

<non_collision group1="driving" group2="menu" />

<non_collision group1="driving" group1_recursive="false" group2="replay" />

<non_collision group1="driving.gear" group2="replay" />

<non_collision group1="driving.seat" group2="replay" />

<non_collision group1="driving.steer" group2="replay" />

<non_collision group1="driving.gear.h_pattern" group2="driving.gear.sequential" />

<non_collision group1="menu" group2="replay" />

<non_collision group1="menu.navigate.tab.secondary" group2="menu.view" />

<non_collision group1="network.toggle" group2="menu" />

<non_collision group1="network.toggle" group2="replay" />

<non_collision group1="driving.look" group1_recursive="false" group2="replay" />

</collision_groups>

<group name="driving">

<action name="accelerate" />

<action name="brake" />

<action name="change_view" />

<action name="clutch" />

<action name="handbrake" />

<action name="headlights" />

<action name="horn" protection="hidden" />

<action name="pause" protection="protected" />

<action name="reset_vehicle" />

<action name="roadside_repair" />

<action name="wipers" />

<group name="gear">

<group name="h_pattern">

<action name="1" />

<action name="2" />

<action name="3" />

<action name="4" />

<action name="5" />

<action name="6" />

<action name="7" />

<action name="reverse" />

</group>

<group name="sequential">

<action name="up" />

<action name="down" />

</group>

</group>

<group name="look">

<action name="back" />

<group name="shared">

<action name="up" />

<action name="down" />

<action name="right" />

<action name="left" />

</group>

</group>

<group name="seat">

<action name="reset" />

<group name="move">

<action name="forward" />

<action name="backward" />

<action name="up" />

<action name="down" />

</group>

<group name="tilt">

<action name="up" />

<action name="down" />

</group>

</group>

<group name="steer">

<action name="left" />

<action name="right" />

</group>

</group>

<group name="network">

<action name="push_to_speak" />

<group name="toggle">

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<action name="voice" />

</group>

</group>

<group name="menu" protection="protected">

<action name="start" />

<action name="option" protection="hidden" />

<group name="navigate">

<action name="back" jpn_alt="select" />

<action name="down" />

<action name="left" />

<action name="right" />

<action name="select" jpn_alt="back" />

<action name="up" />

<action name="cancel_keybinding" protection="hidden" />

<group name="tab">

<group name="primary">

<action name="left" />

<action name="right" />

</group>

<group name="secondary">

<action name="left" />

<action name="right" />

</group>

</group>

</group>

<group name="view">

<action name="down" />

<action name="in" />

<action name="left" />

<action name="out" />

<action name="right" />

<action name="up" />

</group>

<group name="cursor" protection="hidden">

<group name="button">

<action name="left" />

<action name="right" />

<action name="middle" />

<action name="4" />

<action name="5" />

</group>

<group name="wheel">

<action name="up" />

<action name="down" />

</group>

</group>

<group name="context">

<action name="1" />

<action name="2" />

</group>

</group>

<group name="replay" protection="protected">

<action name="exit" jpn_alt="pause" />

<action name="forward" />

<action name="rewind" />

<action name="playback_step_up" />

<action name="playback_step_down" />

<action name="pause" jpn_alt="exit" />

<group name="toggle">

<action name="ui" />

</group>

<group name="camera">

<action name="previous" />

<action name="next" />

</group>

</group>

</action_defines>

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10 Appendix 3: Direct Input Axis

di_x_axis di_y_axis di_z_axis di_x_axis_rotation di_y_axis_rotation di_z_axis_rotation di_slider_0 di_slider_1

di_pov_0 di_pov_1 di_pov_2 di_pov_3

di_dpad_0_up di_dpad_0_down di_dpad_0_left di_dpad_0_right

di_dpad_1_up di_dpad_1_down di_dpad_1_left di_dpad_1_right

di_dpad_2_up di_dpad_2_down di_dpad_2_left di_dpad_2_right

di_dpad_3_up di_dpad_3_down di_dpad_3_left di_dpad_3_right

di_button_0 di_button_1 di_button_2 di_button_3

di_button_4 di_button_5 di_button_6 di_button_7

di_button_8 di_button_9 di_button_10 di_button_11

di_button_12 di_button_13 di_button_14 di_button_15

di_button_16 di_button_17 di_button_18 di_button_19

di_button_20 di_button_21 di_button_22 di_button_23

di_button_24 di_button_25 di_button_26 di_button_27

di_button_28 di_button_29 di_button_30 di_button_31

di_button_32 di_button_33 di_button_34 di_button_35

di_button_36 di_button_37 di_button_38 di_button_39

di_button_40 di_button_41 di_button_42 di_button_43

di_button_44 di_button_45 di_button_46 di_button_47

di_button_48 di_button_49 di_button_50 di_button_51

di_button_52 di_button_53 di_button_54 di_button_55

di_button_56 di_button_57 di_button_58 di_button_59

di_button_60 di_button_61 di_button_62 di_button_63

di_button_64 di_button_65 di_button_66 di_button_67

di_button_68 di_button_69 di_button_70 di_button_71

di_button_72 di_button_73 di_button_74 di_button_75

di_button_76 di_button_77 di_button_78 di_button_79

di_button_80 di_button_81 di_button_82 di_button_83

di_button_84 di_button_85 di_button_86 di_button_87

di_button_88 di_button_89 di_button_90 di_button_91

di_button_92 di_button_93 di_button_94 di_button_95

di_button_96 di_button_97 di_button_98 di_button_99

di_button_100 di_button_101 di_button_102 di_button_103

di_button_104 di_button_105 di_button_106 di_button_107

di_button_108 di_button_109 di_button_110 di_button_111

di_button_112 di_button_113 di_button_114 di_button_115

di_button_116 di_button_117 di_button_118 di_button_119

di_button_120 di_button_121 di_button_122 di_button_123

di_button_124 di_button_125 di_button_126 di_button_127

di_x_axis_vel di_y_axis_vel di_z_axis_vel di_x_axis_ang_vel di_y_axis_ang_vel di_z_axis_ang_vel di_slider_0_vel di_slider_1_vel

di_x_axis_acc di_y_axis_acc di_z_axis_acc

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di_x_axis_ang_acc di_y_axis_ang_acc di_z_axis_ang_acc di_slider_0_acc di_slider_1_acc

di_x_axis_force di_y_axis_force di_z_axis_force di_x_axis_torque di_y_axis_torque di_z_axis_torque di_slider_0_force di_slider_1_force

di_slider_0 di_slider_1

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11 Appendix 4: X Input Axis xinput_dpad_up xinput_dpad_down xinput_dpad_left xinput_dpad_right xinput_button_start xinput_button_back xinput_button_left_stick xinput_button_right_stick xinput_button_left_shoulder xinput_button_right_shoulder xinput_button_a xinput_button_b xinput_button_x xinput_button_y xinput_left_trigger xinput_right_trigger xinput_left_stick_x xinput_left_stick_y xinput_right_stick_x xinput_right_stick_y